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Messages - Theonlyspiral

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106
DFRPG / Help with a Player's Item
« on: December 18, 2012, 07:38:22 PM »
Hey There Guys,
A player in my upcoming game sent me his Family Sword (an Item of Power) to review and make sure it was OK. I've played about 2 hours of the game, completely out of the books and a pregenerated adventure, so I'm a little out of my depth here. Having had bad experiences with magic items in other games, I figured I would come to the experts. The character is the last son of a family that has a destiny to destroy a specific outsider. I would really appreciate everyone's thoughts on this blade.

Akai Family Spirit Blade [-3]
Description: An unassuming Japanese Katana that has gained significant magical powers over the past several centuries.
Musts: You must be a descendant of the Akai family, and Have a High Concept related to the family Destiny.
Skills Affected: Weapons
Effects:
[-1]Memories of the Ancestors. The wielder of this sword gains +1 Weapons while wielding it in combat.
[+1]One Time Discount. You're not Duncan Macleod. You can't hide a Katana on your Person.
[-1]Outsider Bane. This sword serves as the catch for any supernatural toughness abilities possessed by outsiders. This weapon increases and stress it inflicts on an Outsider by 1 step.
[-1]The Quest. This item is unbreakable as long as it is used in the service of the family destiny. If it is ever used to further the aims or ends of Outsiders it looses it's magical properties until the user redeems himself or it passes to a new member of the Akai family.
[-1]Spirit Sheath.Up to Four times a day you may use the sword to generate a strength 7 Block against magic on yourself.

107
Hey All,
My group has a game starting up in January, and one of the players is planning to run a "Chi Healer"...so basically a focused practitioner with Spirit healing. Now he's kind of flaky and while he wants to play with us, doesn't want to read the books. He knows that it's a mythic realism game but that's about it. Now, if you had to do up a 1 page summary of what a character like this would know about the game world, what would be in it?

Besides the Laws of Magic and the Wardens I'm not 100% sure what needs to go in.

108
DFRPG / Morgan-Styled Warden as a PC in a Magic Heavy Group
« on: December 05, 2012, 11:32:50 PM »
Hey There, Long time Lurker first time Poster.

My group is wrapping up a 2 and a half year long D&D game this December, and we're planning to transition into the Dresden Files for our next game. We'll be rotating Game Mastering duties by case file so everyone gets a chance to play. We're planning on doing a full day session for Character Generation and City Generation, but everyone is crazy excited and putting together concepts so we can sit down and hit the ground running. So far we have:

-A Magical Ronin hunting a Specific Denarian (Evocation, Magic Sword)
-An Alphas-Style Were-Ram
-A Mystical Chi Healer
-A Focused Practitioner that uses his magic to cheat at Gambling and Boxing
-A Pure Mortal who stumbled upon a set of Mystical Murders and is now Driven to finding the truth
-A Native American Shaman/Armed Forces Veteran who's been thrust into the Supernatural

Now I'm a Morgan fanboy. I have no Shame. I have gotten into loud arguments on how Morgan isn't really that Unreasonable given what he knows about Harry. My concept is a Warden that was rescued from an Outsider Cult (he was going to be sacrificed) but Morgan and a team of Wardens saved him. He's dedicated himself to being a wizard in Morgan's mould, even being his apprentice for a number of years before becoming a Warden in his own right.

My question is: Do you think such a character that is a Hardliner and devout on the Laws, can fit in with a group with wide and divergent views and magical talents? Or do you think it'll put too much burden on us as players and maybe I should save the concept for a game where it might be less disruptive?

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